GOSH7: Hi, Cannot play the the game longer than 30 mins before they all starve, Why, Please help with hints as the ones i found do not make a difference
For the first few people, there's a fair bit of work that needs doing, and you'll have to carefully manage your population growth.
First, pick an area, preferably near your starting cart, where you're going to start your town. I like to pause right at the start and lay out a bunch of my initial buildings before any game time has passed. That way I can change things around until I'm happy with my building plans for the first several game years.
First Year needs:
Stockpile
Why?
This is going to hold the wood and stone that you'll be harvesting early. I like a 10x10 as a starter, and it frequently serves as a center point for my new town. This doesn't cost anything to lay out or remove, so go ahead and put one down. Be aware that if you change your mind, it DOES cost worker time to move resources from a stockpile that is in use; try to make sure you're happy with a location before they start using it.
School
Why?
Educated workers are much more productive than uneducated workers. A school should be placed near the houses so students can minimize walking distance and graduate into adulthood faster. The school will extend the time before a new citizen starts working by 6-8 years (in citizen life, not actual game years), but they'll be significantly more productive (+50%?) for the rest of their life. You can finish building it and then wait to assign a teacher until you have a child of age 8 or 9 (just remember to keep an eye on the children's age).
1 house
Why?
You can wait until Summer to finish building this, but make sure it is done by Autumn. Your people need a place to warm up, but they don't need to have their own personal house to do so. People will visit the nearest house when they reach freezing status, so a single house will keep your starting population alive and it will prevent all of the adults from generating a lot of extra children to feed before you're stable.
Add one or two houses each year to keep your population growth steady. Don't create more houses than you have families, or you'll consume extra firewood. Too many houses too fast may create a population boom that could wipe out your food reserve, and not building new housing at all can allow your people to age out of child bearing years and bring trouble many years down the line.
Forester's Hut
Why?
This provides a steady and automated wood income. It also ensures the surrounding area is good for Gatherers. It may take a year or two to start producing, and be aware that the wood income is going to be lower if there is less clear land for trees (so building stuff inside the circle hurts your wood income).
Gatherer's Hut
Why?
This is the easiest and most reliable form of early food. You get several different kinds of food from one building, and the yield is usually pretty good if the coverage circle covers mostly just open land that is being maintained by a Forester (no mountains, no buildings, no water).
Hunter's Hut
Why?
This provides a different kind of food, and it also provides leather for making new clothes. I mostly stick to 3 hunters per hall to make sure I don't wipe out the deer population.
Herbalist
Why?
This helps your citizen's health, and the herbs will be found in the forest anyway. You probably only need one herbalist per building. I've frequently found an herbalist seems to stop finding new herbs in a given area, but that herbalist can still serve medicine to citizens from stockpiled herbs.
2nd year
Wood Cutter
Why?
You should start with enough firewood to supply one house through the first winter, but make sure to get a wood cutter to make more firewood by the second winter and as you're adding new houses. Long term goal: you should have enough wood cutters to restore your firewood supply to whatever limit you set over the course of Spring and Summer, and your firewood limit should be high enough to get you through a winter without much help from active wood cutters. Place Wood cutters near stockpiles that will be receiving wood to minimize travel distance to deliver firewood and get fresh wood to cut. As you add more houses, you'll need more wood cutters (8 are enough to supply 230 stone houses). As you add more wood cutters, you'll need more Foresters.
Blacksmith
Why?
You need to start making extra tools *before* you run out. You start with enough spare tools that the Blacksmith can wait a year (maybe two). Keep an eye on your tool count, and make sure to have a blacksmith done and start them working around the time your citizens are replacing their starting tools. An ideal blacksmith location will be near a stockpile to fetch raw materials and near a storage barn to drop off finished tools.
Tailor
Why?
Same idea as the blacksmith, but for clothes. Your hunters will acquire leather for you which can be used to make hide coats. Leather and coats are both stored in storage barns, so a tailor doesn't need to be near a stockpile.
Storage Barn
Why?
Your starting cart is effectively a storage barn, just with a smaller footprint on the land and with less storage capacity. Don't be too quick to tear the cart down, since it is basically free storage. I am willing to wait a few years before tearing it down, and I typically finally tear it down when I want to put something else in its space. You'll need storage barns as your town grows so you can hold the extra materials to support your growing population.